23 resultados para Web environment
em Universidad Politécnica de Madrid
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RESUMEN Este trabajo nace con la necesidad de ofrecer un Sistema de Información Geográfico implantado en un entorno Web, para una comunidad de usuarios,que proporcione información sobre recursos, instalaciones y servicios que se ofrecen localizados espacialmente. Se trata de estudiar y seleccionar ciertos objetos de interés relevantes para una Comunidad universitaria, en concreto se ha utilizado el Campus Sur de la Universidad Politécnica de Madrid. Estos objetos serán representados en su localización geográfica, sobre el mapa de los exteriores del Campus o sobre planos digitalizados de los interiores de algunos de los edificios que lo componen. La Escuela Universitaria de Informática es la utilizada para el prototipo presentado en este trabajo. Además los objetos de interés llevarán asociada información temática con distintos formatos. Este sistema podrá aplicarse en la planificación de futuras obras, tanto nuevas como de remodelación, de los elementos que constituyen el Campus como, edificios,caminos, aparcamientos, etc. SUMMARY: This work comes with the need to provide a Geographic Information System,implanted in a web environment, for a user community, which gives information on resources, facilities and services offered at a university spatially located. That consists in to study and select some objects of interest, relevant for a University community; in particular the South Campus of the Polytechnic University of Madrid where it has been used. These objects will be represented in their geographic location, over the outside map of the Campus or over digitized maps which represent the interiors of some Campus buildings. The Computer Science University School is used in the prototype shown in this paper. Also, the interest objects will have associated thematic information in different formats. This system may be applied in the planning of future works, both new and remodeling, of the elements that constitute the Campus such as buildings,roads, car parks, etc.
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Los sistemas de videoconferencia y colaboración en tiempo real para múltiples usuarios permiten a sus usuarios comunicarse por medio de vídeo, audio y datos. Históricamente estos han sido sistemas caros de obtener y de mantener. El paso de las décadas ha limado estos problemas acercado el mundo de comunicación en tiempo real a un grupo mucho más amplio, llegando a usarse en diversos ámbitos como la educación o la medicina. En este sentido, el último gran salto evolutivo al que hemos asistido ha sido la transición de este tipo de aplicaciones hacia la Web. Varias tecnologías han permitido este viaje hacia el navegador. Las Aplicaciones Ricas de Internet (RIAs), que permiten crear aplicaciones Web interactivas huyendo del clásico esquema de petición y respuesta y llevando funcionalidades propias de las aplicaciones nativas a la Web. Por otro lado, la computación en la nube o Cloud Computing, con su modelo de pago por uso de recursos virtualizados, ha llevado a la creación de servicios que se adaptan mejor a la demanda, han habilitado este viaje hacia el navegador. No obstante, como cada cambio, este salto presenta una serie de retos para los sistemas de videoconferencia establecidos. Esta tesis doctoral propone un conjunto de arquitecturas, mecanismos y algoritmos para adaptar los sistemas de multiconferencia al entorno Web, teniendo en cuenta que este es accedido desde dispositivos diferentes y mediante redes de acceso variadas. Para ello se comienza por el estudio de los requisitos que debe cumplir un sistema de videoconferencia en la Web. Como resultado se diseña, implementa y desarrolla un servicio de videoconferencia que permite la colaboración avanzada entre múltiples usuarios mediante vídeo, audio y compartición de escritorio. Posteriormente, se plantea un sistema de comunicación entre una aplicación nativa y Web, proponiendo técnicas de adaptación entre los dos entornos que permiten la conversación de manera transparente para los usuarios. Estos sistemas permiten facilitar la transición hacia tecnologías Web. Como siguiente paso, se identificaron los principales problemas que existen para la comunicación multiusuario en dispositivos de tamaño reducido (teléfonos inteligentes) utilizando redes de acceso heterogéneas. Se propone un mecanismo, combinación de transcodificación y algoritmos de adaptación de calidad para superar estas limitaciones y permitir a los usuarios de este tipo de dispositivos participar en igualdad de condiciones. La aparición de WebRTC como tecnología disruptiva en este entorno, permitiendo nuevas posibilidades de comunicación en navegadores, motiva la segunda iteración de esta tesis. Aquí se presenta un nuevo esquema de adaptación a la demanda para servidores de videoconferencia diseñado para las necesidades del entorno Web y para aprovechar las características de Cloud Computing. Finalmente, esta tesis repasa las conclusiones obtenidas como fruto del trabajo llevado a cabo, reflejando la evolución de la videoconferencia Web desde sus inicios hasta nuestros días. ABSTRACT Multiuser Videoconferencing and real-time collaboration systems allow users to communicate using video, audio and data streams. These systems have been historically expensive to obtain and maintain. Over the last few decades, technological breakthroughs have mitigated those costs and popularized real time video communication, allowing its use in environments such as education or health. The last big evolutionary leap forward has been the transition of these types of applications towards theWeb. Several technologies have allowed this journey to theWeb browser. Firstly, Rich Internet Applications (RIAs) enable the creation of dynamic Web pages that defy the classical request-response interaction and provide an experience similar to their native counterparts. On the other hand, Cloud Computing brings the leasing of virtualized hardware resources in a pay-peruse model and, with it, better scalability in resource-demanding services. However, as with every change, this evolution imposes a set of challenges on existing videoconferencing solutions. This dissertation proposes a set of architectures, mechanisms and algorithms that aim to adapt multi-conferencing systems to the Web platform, taking into account the variety of devices and access networks that come with it. To this end, this thesis starts with a study concerning the requirements that must be met by new Web videoconferencing systems. The result of this study is the design, development and implementation of a new videoconferencing services that provides advanced collaboration to its user by providing video and audio communication as well as desktop sharing. After this, a new communication system between Web and native applications is presented. This system proposes adaptation mechanisms to bridge the two worlds providing a seamless integration transparent to users who can now access the powerful native application via an easy Web interface. The next step is to identify the main challenges posed by multi-conferencing on small devices (smartphones) with heterogeneous access networks. This dissertation proposes a mechanism that combines transcoding and adaptive quality algorithms to overcome those limitations. A second iteration in this dissertation is motivated by WebRTC. WebRTC appears as a disrupting technology by enabling new real-time communication possibilities in browsers. A new mechanism for flexible videoconferencing server scalability is presented. This mechanism aims to address the strong scalability requirements in the Web environment by taking advantage of Cloud Computing. Finally, the dissertation discusses the results obtained throughout the study, capturing the evolution of Web videoconferencing systems.
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Idea Management Systems are an implementation of open innovation notion in the Web environment with the use of crowdsourcing techniques. In this area, one of the popular methods for coping with large amounts of data is duplicate de- tection. With our research, we answer a question if there is room to introduce more relationship types and in what degree would this change affect the amount of idea metadata and its diversity. Furthermore, based on hierarchical dependencies between idea relationships and relationship transitivity we propose a number of methods for dataset summarization. To evaluate our hypotheses we annotate idea datasets with new relationships using the contemporary methods of Idea Management Systems to detect idea similarity. Having datasets with relationship annotations at our disposal, we determine if idea features not related to idea topic (e.g. innovation size) have any relation to how annotators perceive types of idea similarity or dissimilarity.
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There is no empirical evidence whatsoever to support most of the beliefs on which software construction is based. We do not yet know the adequacy, limits, qualities, costs and risks of the technologies used to develop software. Experimentation helps to check and convert beliefs and opinions into facts. This research is concerned with the replication area. Replication is a key component for gathering empirical evidence on software development that can be used in industry to build better software more efficiently. Replication has not been an easy thing to do in software engineering (SE) because the experimental paradigm applied to software development is still immature. Nowadays, a replication is executed mostly using a traditional replication package. But traditional replication packages do not appear, for some reason, to have been as effective as expected for transferring information among researchers in SE experimentation. The trouble spot appears to be the replication setup, caused by version management problems with materials, instruments, documents, etc. This has proved to be an obstacle to obtaining enough details about the experiment to be able to reproduce it as exactly as possible. We address the problem of information exchange among experimenters by developing a schema to characterize replications. We will adapt configuration management and product line ideas to support the experimentation process. This will enable researchers to make systematic decisions based on explicit knowledge rather than assumptions about replications. This research will output a replication support web environment. This environment will not only archive but also manage experimental materials flexibly enough to allow both similar and differentiated replications with massive experimental data storage. The platform should be accessible to several research groups working together on the same families of experiments.
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El sistema SONRIE (Sistema de terapia, basadO en KiNect, paRa nIños con parálisis cErebral), realizado como Proyecto Fin de Grado por Dña. Estefanía Sampedro Sánchez, se desarrolló con el fin de permitir el proceso de rehabilitación de los músculos faciales en niños con Parálisis Cerebral Infantil (PCI). SONRIE se compone de una plataforma de juegos cuyo objetivo es lograr una mejora terapéutica en la musculatura orofacial de niños diagnosticados de PCI con edades comprendidas entre los 4 y los 12 años. El escenario de aplicación del sistema SONRIE son las escuelas de integración que tienen escolarizados alumnos diagnosticados con este trastorno. La posibilidad de rehabilitación de los músculos faciales mediante tratamientos que se apoyan en el uso de sistemas telemáticos, junto con el empleo de tecnologías actuales (Realidad Virtual, Realidad Aumentada y Serious Games) supone una gran innovación en el entorno de la neuro-rehabilitación, entendida como el proceso de terapia que permite optimizar la participación de una persona en la sociedad, alcanzando un grado de bienestar óptimo. El trabajo realizado en este Proyecto Fin de Grado pretende escalar el sistema SONRIE, mediante el análisis, diseño y desarrollo de un Framework encargado de facilitar, ampliar y validar el uso adecuado del sistema SONRIE en entornos escolares a través de la integración de nuevas tecnologías. La plataforma desarrollada en este proyecto, permite dotar de dinamismo y persistencia a la plataforma de juegos, ofreciendo a los usuarios de SONRIE (principalmente fisioterapeutas y rehabilitadores que trabajan en entornos escolares) un sistema de terapia para niños con PCI accesible vía web. En este Proyecto Fin de Grado se describe el conjunto de componentes software desarrollados con el fin de proporcionar un entorno web que escale el sistema SONRIE, convirtiéndolo en un sistema de terapia efectivo, completo y usable. ABSTRACT. The SONRIE system (Sistema de terapia, basadO en KiNect, paRa nIños con parálisis cErebral), performed as a final project by Miss Estefanía Sampedro, was developed in order to allow the rehabilitation process of the facial muscles of children with Cerebral Palsy (CP). SONRIE consists of a gaming platform which aims to achieve a therapeutic improvement in the orofacial musculature on children diagnosed with CP aged between 4 and 12 years. The application scenario of the SONRIE system are the integration schools that have students diagnosed with this disorder. The possibility of rehabilitation of facial muscles through treatments based on the use of telematics systems, together with the use of new technologies (Virtual Reality, Augmented Reality and Serious Games) is a great innovation in the neuro-rehabilitation environment, understood as the therapy process that optimizes the participation of a person in the society, reaching an optimum level of welfare. The work done in this final project aims to scale the SONRIE system, through the analysis, design and development of a framework in charge of facilitating, extending and validating the proper use of the SONRIE system in school environments, through the integration of new technologies. The platform developed in this project, can provide dynamism and persistence to the gaming platform, offering to the SONRIE users (mainly physiotherapists and rehabilitators who work in school settings) a therapy system for children with CP accessible via web. In this final project are described the software components developed in order to provide a web environment that scales the SONRIE system, making it an effective, complete and usable therapy system.
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Current “Internet of Things” concepts point to a future where connected objects gather meaningful information about their environment and share it with other objects and people. In particular, objects embedding Human Machine Interaction (HMI), such as mobile devices and, increasingly, connected vehicles, home appliances, urban interactive infrastructures, etc., may not only be conceived as sources of sensor information, but, through interaction with their users, they can also produce highly valuable context-aware human-generated observations. We believe that the great promise offered by combining and sharing all of the different sources of information available can be realized through the integration of HMI and Semantic Sensor Web technologies. This paper presents a technological framework that harmonizes two of the most influential HMI and Sensor Web initiatives: the W3C’s Multimodal Architecture and Interfaces (MMI) and the Open Geospatial Consortium (OGC) Sensor Web Enablement (SWE) with its semantic extension, respectively. Although the proposed framework is general enough to be applied in a variety of connected objects integrating HMI, a particular development is presented for a connected car scenario where drivers’ observations about the traffic or their environment are shared across the Semantic Sensor Web. For implementation and evaluation purposes an on-board OSGi (Open Services Gateway Initiative) architecture was built, integrating several available HMI, Sensor Web and Semantic Web technologies. A technical performance test and a conceptual validation of the scenario with potential users are reported, with results suggesting the approach is sound
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This article analyses a number of social and cultural aspects of the blog phenomenon with the methodological aid of a complexity model, the New Techno-social Environment (hereinafter also referred to by its Spanish acronym, NET, or Nuevo Entorno Tecnosocial) together with the socio-technical approach of the two blogologist authors. Both authors are researchers interested in the new reality of the Digital Universal Network (DUN). After a review of some basic definitions, the article moves on to highlight some key characteristics of an emerging blog culture and relates them to the properties of the NET. Then, after a brief practical parenthesis for people entering the blogosphere for the first time, we present some reflections on blogs as an evolution of virtual communities and on the changes experienced by the inhabitants of the infocity emerging from within the NET. The article concludes with a somewhat disturbing question; whether among these changes there might not be a gradual transformation of the structure and form of human intelligence.
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Cultural content on the Web is available in various domains (cultural objects, datasets, geospatial data, moving images, scholarly texts and visual resources), concerns various topics, is written in different languages, targeted to both laymen and experts, and provided by different communities (libraries, archives museums and information industry) and individuals (Figure 1). The integration of information technologies and cultural heritage content on the Web is expected to have an impact on everyday life from the point of view of institutions, communities and individuals. In particular, collaborative environment scan recreate 3D navigable worlds that can offer new insights into our cultural heritage (Chan 2007). However, the main barrier is to find and relate cultural heritage information by end-users of cultural contents, as well as by organisations and communities managing and producing them. In this paper, we explore several visualisation techniques for supporting cultural interfaces, where the role of metadata is essential for supporting the search and communication among end-users (Figure 2). A conceptual framework was developed to integrate the data, purpose, technology, impact, and form components of a collaborative environment, Our preliminary results show that collaborative environments can help with cultural heritage information sharing and communication tasks because of the way in which they provide a visual context to end-users. They can be regarded as distributed virtual reality systems that offer graphically realised, potentially infinite, digital information landscapes. Moreover, collaborative environments also provide a new way of interaction between an end-user and a cultural heritage data set. Finally, the visualisation of metadata of a dataset plays an important role in helping end-users in their search for heritage contents on the Web.
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Nowadays, Internet is a place where social networks have reached an important impact in collaboration among people over the world in different ways. This article proposes a new paradigm for building CSCW business tools following the novel ideas provided by the social web to collaborate and generate awareness. An implementation of these concepts is described, including the components we provide to collaborate in workspaces, (such as videoconference, chat, desktop sharing, forums or temporal events), and the way we generate awareness from these complex social data structures. Figures and validation results are also presented to stress that this architecture has been defined to support awareness generation via joining current and future social data from business and social networks worlds, based on the idea of using social data stored in the cloud.
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Background: Cognitive skills training for minimally invasive surgery has traditionally relied upon diverse tools, such as seminars or lectures. Web technologies for e-learning have been adopted to provide ubiquitous training and serve as structured repositories for the vast amount of laparoscopic video sources available. However, these technologies fail to offer such features as formative and summative evaluation, guided learning, or collaborative interaction between users. Methodology: The "TELMA" environment is presented as a new technology-enhanced learning platform that increases the user's experience using a four-pillared architecture: (1) an authoring tool for the creation of didactic contents; (2) a learning content and knowledge management system that incorporates a modular and scalable system to capture, catalogue, search, and retrieve multimedia content; (3) an evaluation module that provides learning feedback to users; and (4) a professional network for collaborative learning between users. Face validation of the environment and the authoring tool are presented. Results: Face validation of TELMA reveals the positive perception of surgeons regarding the implementation of TELMA and their willingness to use it as a cognitive skills training tool. Preliminary validation data also reflect the importance of providing an easy-to-use, functional authoring tool to create didactic content. Conclusion: The TELMA environment is currently installed and used at the Jesús Usón Minimally Invasive Surgery Centre and several other Spanish hospitals. Face validation results ascertain the acceptance and usefulness of this new minimally invasive surgery training environment.
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Sensor networks are increasingly being deployed in the environment for many different purposes. The observations that they produce are made available with heterogeneous schemas, vocabularies and data formats, making it difficult to share and reuse this data, for other purposes than those for which they were originally set up. The authors propose an ontology-based approach for providing data access and query capabilities to streaming data sources, allowing users to express their needs at a conceptual level, independent of implementation and language-specific details. In this article, the authors describe the theoretical foundations and technologies that enable exposing semantically enriched sensor metadata, and querying sensor observations through SPARQL extensions, using query rewriting and data translation techniques according to mapping languages, and managing both pull and push delivery modes.
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We perform a review of Web Mining techniques and we describe a Bootstrap Statistics methodology applied to pattern model classifier optimization and verification for Supervised Learning for Tour-Guide Robot knowledge repository management. It is virtually impossible to test thoroughly Web Page Classifiers and many other Internet Applications with pure empirical data, due to the need for human intervention to generate training sets and test sets. We propose using the computer-based Bootstrap paradigm to design a test environment where they are checked with better reliability.
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Web-based education or „e-learning‟ has become a critical component in higher education for the last decade, replacing other distance learning methods, such as traditional computer training or correspondence learning. The number of university students who take on-line courses is continuously increasing all over the world. In Spain, nearly a 90% of the universities have an institutional e-learning platform and over 60% of the traditional on-site courses use this technology as a supplement to the traditional face-to-face classes. This new form of learning allows the disappearance of geographical barriers and enables students to schedule their own learning process, among some other advantages. On-line education is developed through specific software called „e-learning platform‟ or „virtual learning environment‟ (VLE). A considerable number of web-based tools to deliver distance courses are currently available. Open source software packages such as Moodle, Sakai, dotLRN or Dokeos are the most commonly used in the virtual campuses of Spanish universities. This paper analyzes the possibilities that virtual learning environments provide university teachers and learners and offers a technical comparison among some of the most popular e-learning learning platforms.
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Enhanced learning environments are arising with great success within the field of cognitive skills training in minimally invasive surgery (MIS) because they provides multiple benefits since they avoid time, spatial and cost constraints. TELMA [1,2] is a new technology enhanced learning platform that promotes collaborative and ubiquitous training of surgeons. This platform is based on four main modules: an authoring tool, a learning content and knowledge management system, an evaluation module and a professional network. TELMA has been designed and developed focused on the user; therefore it is necessary to carry out a user validation as final stage of the development. For this purpose, e-MIS validity [3] has been defined. This validation includes usability, contents and functionality validities both for the development and production stages of any e-Learning web platform. Using e-MIS validity, the e-Learning is fully validated since it includes subjective and objective metrics. The purpose of this study is to specify and apply a set of objective and subjective metrics using e-MIS validity to test usability, contents and functionality of TELMA environment within the development stage.
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SSR es el acrónimo de SoundScape Renderer (tool for real-time spatial audio reproduction providing a variety of rendering algorithms), es un programa escrito en su mayoría en C++. El programa permite al usuario escuchar tanto sonidos grabados con anterioridad como sonidos en directo. El sonido o los sonidos se oirán, desde el punto de vista del oyente, como si el sonido se produjese en el punto que el programa decida, lo interesante de este proyecto es que el sonido podrá cambiar de lugar, moverse, etc. Todo en tiempo real. Esto se consigue sin modificar el sonido al grabarlo pero sí al emitirlo, el programa calcula las variaciones necesarias para que al emitir el sonido al oyente le llegue como si el sonido realmente se generase en un punto del espacio o lo más parecido posible. La sensación de movimiento no deja de ser el punto anterior cambiando de lugar. La idea era crear una aplicación web basada en Canvas de HTML5 que se comunicará con esta interfaz de usuario remota. Así se solucionarían todos los problemas de compatibilidad ya que cualquier dispositivo con posibilidad de visualizar páginas web podría correr una aplicación basada en estándares web, por ejemplo un sistema con Windows o un móvil con navegador. El protocolo debía de ser WebSocket porque es un protocolo HTML5 y ofrece las “garantías” de latencia que una aplicación con necesidades de información en tiempo real requiere. Nos permite una comunicación full-dúplex asíncrona sin mucho payload que es justo lo que se venía a evitar al no usar polling normal de HTML. El problema que surgió fue que la interfaz de usuario de red que tenía el programa no era compatible con WebSocket debido a un handshacking inicial y obligatorio que realiza el protocolo, por lo que se necesitaba otra interfaz de red. Se decidió entonces cambiar a JSON como formato para el intercambio de mensajes. Al final el proyecto comprende no sólo la aplicación web basada en Canvas sino también un servidor funcional y la definición de una nueva interfaz de usuario de red con su protocolo añadido. ABSTRACT. This project aims to become a part of the SSR tool to extend its capabilities in the field of the access. SSR is an acronym for SoundScape Renderer, is a program mostly written in C++ that allows you to hear already recorded or live sound with a variety of sound equipment as if the sound came from a desired place in the space. Like the web-page of the SSR says surely better explained: “The SoundScape Renderer (SSR) is a tool for real-time spatial audio reproduction providing a variety of rendering algorithms.” The application can be used with a graphical interface written in Qt but has also a network interface for external applications to use it. This network interface communicates using XML messages. A good example of it is the Android client. This Android client is already working. In order to use the application should be run it by loading an audio source and the wanted environment so that the renderer knows what to do. In that moment the server binds and anyone can use the network interface. Since the network interface is documented everyone can make an application to interact with this network interface. So the application can have as many user interfaces as wanted. The part that is developed in this project has nothing to do neither with audio rendering nor even with the reproduction of the spatial audio. The part that is developed here is about the interface used in the SSR application. As it can be deduced from the title: “Distributed Web Interface for Real-Time Spatial Audio Reproduction System”, this work aims only to offer the interface via web for the SSR (“Real-Time Spatial Audio Reproduction System”). The idea is not to make a new graphical interface for SSR but to allow more types of interfaces and communication. To accomplish the objective of allowing more graphical interfaces this project is going to use a new network interface. By now the SSR application is using only XML for data interchange but this new network interface support JSON. This project comprehends the server that launch the application, the user interface and the new network interface. It is done with these modules in order to allow creating new user interfaces that can communicate with the server or new servers that can communicate with the user interface by defining a complete network interface for data interchange.